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4e Encounter Design... Why does it or doesn't it work for you?
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<blockquote data-quote="Manbearcat" data-source="post: 6052939" data-attributes="member: 6696971"><p>Do you think you could comment on your thoughts regarding the mental framework of individual participants at the table and the table's agenda as a singular unit? Do you agree that this is a large barrier for an effective Skill Challenge approach and subsequent execution? Do you think that using concrete props such as maps is constructive or potentially caustic to execution? </p><p></p><p>My thoughts on mechanical frameworks for Skill Challenges (and non-combat resolution in general) are 180 degrees antithetical to my thoughts on combat resolution. I like mechanical crunch, tactical depth and concrete props/visual cues for my combat. I prefer my Skill Challenges/non-combat resolution as "art" and my combat as an "engineering project." Some (Ratskinner amongst them) don't like this as they percieve the juxtaposition (correctly) as incoherent. However, to my tastes, it is precisely what works for my table (assuming that you have players with tactical acumen, keen minds who can parse and execute quickly, and solid organizational skills) and without it, something would certainly be missing.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6052939, member: 6696971"] Do you think you could comment on your thoughts regarding the mental framework of individual participants at the table and the table's agenda as a singular unit? Do you agree that this is a large barrier for an effective Skill Challenge approach and subsequent execution? Do you think that using concrete props such as maps is constructive or potentially caustic to execution? My thoughts on mechanical frameworks for Skill Challenges (and non-combat resolution in general) are 180 degrees antithetical to my thoughts on combat resolution. I like mechanical crunch, tactical depth and concrete props/visual cues for my combat. I prefer my Skill Challenges/non-combat resolution as "art" and my combat as an "engineering project." Some (Ratskinner amongst them) don't like this as they percieve the juxtaposition (correctly) as incoherent. However, to my tastes, it is precisely what works for my table (assuming that you have players with tactical acumen, keen minds who can parse and execute quickly, and solid organizational skills) and without it, something would certainly be missing. [/QUOTE]
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4e Encounter Design... Why does it or doesn't it work for you?
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